/*
 * Copyright (c) 2011, Yawning <yawninglol at gmail.com>
 * All rights reserved.
 *
 * Redistribution and use in source and binary forms, with or without
 * modification, are permitted provided that the following conditions are met:
 *
 *   * Redistributions of source code must retain the above copyright
 *     notice, this list of conditions and the following disclaimer.
 *
 *   * Redistributions in binary form must reproduce the above copyright
 *     notice, this list of conditions and the following disclaimer in the
 *     documentation and/or other materials provided with the distribution.
 *
 *   * Neither the name of the Mew Developers nor the
 *     names of its contributors may be used to endorse or promote products
 *     derived from this software without specific prior written permission.
 *
 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
 * AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
 * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE
 * ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE
 * LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
 * CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF
 * SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS
 * INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
 * CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
 * ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF
 * THE POSSIBILITY OF SUCH DAMAGE.
 */

package yawning.mew.protwarrior;

import yawning.mew.ProcEffect.Trigger;
import yawning.mew.character.CharacterModel.AttackResult;
import yawning.mew.sim.SimulationAction;
import yawning.mew.sim.SimulationEventAction;

public class RetaliationAction extends SimulationEventAction {
	ProtWarriorSimulator mState;
	double mCooldownExpireTime;
	private int mCharges;

	RetaliationAction(ProtWarriorSimulator state) {
		super(state.mSimEngine);
		mState = state;
	}

	@Override
	public double perform() {
		if (isUp() || mCooldownExpireTime > mState.mSimEngine.getSimTime()) return SimulationAction.ACTION_FAIL;
		if (mState.mShieldWallAction.isUp() || mState.mRecklessnessAction.isUp()) return SimulationAction.ACTION_FAIL;
		if (mState.mIsLogging) mState.mLog.log("Retaliation\n");

		schedule(mState.mModel.retaliationBuffDuration);

		mCooldownExpireTime = mState.mSimEngine.getSimTime() + mState.mModel.retaliationCDDuration;
		mCharges = 20;

		return 1.5;
	}

	public void onTrigger() {
		AttackResult result = mState.mModel.getFrontalYellowResult();

		if (result == AttackResult.MISS) {
			mNrRetaliationMiss++;

			if (mState.mIsLogging) mState.mLog.log("Retaliation: MISS\n");
		} else if (result == AttackResult.DODGE) {
			mNrRetaliationDodge++;

			if (mState.mIsLogging) mState.mLog.log("Retaliation: DODGE\n");
		} else if (result == AttackResult.PARRY) {
			mNrRetaliationParry++;

			if (mState.mIsLogging) mState.mLog.log("Retaliation: PARRY\n");
		} else {
			double damage = mState.mModel.getWeaponDamage();

			if (result == AttackResult.CRIT) {
				mNrRetaliationCrit++;
				damage *= mState.mModel.multCrit;
			} else {
				mNrRetaliationHit++;
			}

			damage *= mState.getDirectDamageMult();
			mRetaliationDamage += Math.round(damage);

			if (mState.mIsLogging) mState.mLog.log("Retaliation: %s Damage %d\n", result, Math.round(damage));

			if (result == AttackResult.CRIT) {
				if (mState.mDeepWoundsEv.mIsEnabled) mState.mDeepWoundsEv.onTrigger();
				mState.mSimEngine.triggerProc(mState.mActiveTarget, Trigger.YELLOWCRIT);
			} else {
				mState.mSimEngine.triggerProc(mState.mActiveTarget, Trigger.YELLOW);
			}
		}

		mCharges--;
		if (mCharges == 0) cancel();
	}

	@Override
	public void onExpire() {
		if (mState.mIsLogging) mState.mLog.log("Retaliation: Expiration\n");
	}

	long mRetaliationDamage = 0;
	int mNrRetaliationMiss = 0;
	int mNrRetaliationDodge = 0;
	int mNrRetaliationParry = 0;
	int mNrRetaliationGlance = 0;
	int mNrRetaliationCrit = 0;
	int mNrRetaliationHit = 0;
}
